Base Class: Wizard
The mage strode forth, wrapped in a scarlet cloak, with blood glistening on her jagged dagger. She wove the wetted blade as if she was conducting an orchestra, and the fresh blood obediently rose up to dance around her form in a tempest of crimson fury. Her laughter was a shrill and eerie sound as she drew in the swirling strands of blood, causing them to crackle as they burned—and instantly, its converted power erupted from her palms in a rolling inferno.
When the smoke cleared, nothing was left before her but scorched earth, a scattering of ashes, and the acrid scent of iron. All was silent, except for the steady dripping of blood as it fell from her arm.
The dread secrets of Blood Arcana are as incredible as they are terrifying, allowing a wizard to access overwhelming power—if they're willing to pay the crimson price. As a practitioner of these grisly arts, you do not favor a traditional school of magic, and instead focus on the ability to augment spells through the perilous spilling of blood. One who dabbles in these taboo techniques is most commonly known as a blood mage.
The term Blood Arcana is the collective name of arcane practices used to convert life force into power, also known as the scarlet arts. Most societies fear blood mages and forbid their lurid studies, considering them both wicked and exceptionally dangerous, although a blood mage is not inherently evil. The mysteries of its power are typically learned away from prying eyes, whether gleaned from the lessons of a dubious master, from an ancient spellbook, or your own grim experiments.
Many people confuse Blood Arcana with necromancy, but the truth is that the two practices are opposites. Necromancers harness the power of death, whereas blood mages harness the power of life. A blood mage is similar to a cleric focused on healing, but employs their practices in reverse—whereas the cleric uses their magic to restore life, a blood mage does the unthinkable, and instead consumes life to empower their magic.
Crimson Exchange
At 2nd level, you have learned to boost your spells with the power of blood.
When you cast a wizard spell with a spell slot, you can choose to take damage equal to double the level of spell slot you're using to cast the spell, and empower the spell with one of the three following effects (your choice):
- If the spell has a more powerful effect when you cast it at a higher level, you instead cast the spell as if you had used a spell slot of one level higher (to a maximum of 9th level).
- If the spell deals damage, it ignores damage resistances.
- If the spell slot used is 4th level or higher, you restore a 1st level spell slot.
The damage you take as part of this feature ignores resistance and immunity, and does not require you to make a Constitution saving throw to maintain your concentration. You can use this feature a number of times equal to your Intelligence modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Thicker Than Water
Starting at 2nd level, you have become accustomed to recovering from damage. You regain an additional 1d4 hit points for every hit die you spend after finishing a short rest.
Additionally, you can use a dagger as a spellcasting focus for your wizard spells.
Sanguine Kiss
Starting at 6th level, you have learned to use the blood of others to bolster your spells.
As a bonus action, you can make a melee weapon attack with a dagger against a creature. On a hit, the target suffers the attack’s normal effects + half your wizard level. If the creature was not an undead or construct, you can subtract the damage dealt from the damage you take as part of Crimson Exchange, if you use it by the end of the turn. You may use this feature once, and regain the ability to use it after finishing a short rest.
Ruby Withering
Beginning at 10th level, when you affect one or more creatures with a spell empowered by your Crimson Exchange feature, you may choose to prevent all affected creatures from regaining hit points until the end of their next turn.
Scarlet Tides
At 14th level, you learn to unleash overwhelming spell attacks through the reckless sacrifice of your own health.
When you use Crimson Exchange, you can choose to take additional damage equal to the level of the spell slot you're using and become unable to regain hit points until the end of your next turn. If you do so, you may choose two of the available Crimson Exchange options instead of one, and you have advantage on any attack rolls made as part of the spell.
All other rules of Crimson Exchange still apply.
I like this. It's thematic, creative, and balanced. Cheesing resource management with cleric dips is usually an issue for "take damage for spell slots", but the Int limit makes it fair.
I'm looking forward to trying this out for my next character. Still has the issue with adding Int to initiative for "Thicker Than Water" but otherwise looks like fun.
I love this! I used it in a couple of campaigns and I loved the gameplay, the only change I would make is an adjustment of the Crimson Exchange option.
Thank you for not doing hit point to spellslot exchange. Those are always OP and this seems more official.
While I really like this, I just have one minor thing. The Thicker Than Water feature has an incorrect feature listed when you use this class in the app.
The wording of Sanguine Kiss is making me scratch my head a bit, particularly "the attack's normal effects + half your wizard level". Which attack effects outside of damage does it effect? Can the wording be changed to make the bonus be more specific as to what you add it to?
Another thing. "you can subtract the damage dealt from the damage you take as part of Crimson Exchange, if you use it by the end of the turn" is some minorly confusing wording. It makes sense but I don't think it'd be a bad idea to "damage dealt" to "damage dealt by this ability" or "damage dealt by sanguine kiss" just to avoid any confusion between the damage of sanguine kiss and crimson exchange.
Other than those 2 incredibly minor critiques this is a kickass subclass.
Giving the character an additional +1 HP per level may be more balanced. Kind of wanna watch out for if a character takes the Tough Feat, especially since its Wizard, which could give the character +80 HP at lvl 20.
Awesome
First Homebrew Subclass that I have actually really wanted to play. But. For the Thicker Than Water trait having an additional d4 for all your hit dice could add alot of extra HP. Maybe give them an extra +2 for Hp whenever they level up,and a +2 for each hit die when they are taking short rests.
Still,overall really good.
agreed, I think it should be 1 hit dice per spell slot level. meaning for a 9th level spell slot you'd roll 9d6 necrotic damage on yourself. making it really dangerous to cast high level spells but more of a last resort measure
Love the concept,
I would say for the crimson exchange blood cost, it should a roll equal to 1 hit dice per spell slot level increased, "take damage equal to double the level of spell slot you're using to cast the spell" doesn't seem to be enough damage for blood magic.
other than the coding mentions by others. great Subclass!
Nice job bro.
Hey it seems that the Thicker than Water trait is a bit janky on the coding side. It looks like you borrowed the War wizard’s trait of add INT mod to initiative which incorrectly carried over.
You gain a bonus to your initiative rolls equal to your INT modifier (+modifier|int - Unknown chunk type: modifier|int).
Please fix this! It would mean a lot to me :)
Love the idea and your version definitely seems one of the more balanced yet useful variations on a blood-base magic user.
Just an FYI the way some of it is displayed in "Features & Traits" seems to be wrong or glitched? not sure if it's just something with the character i built or something in the subclass' code (I'm still figuring out the home-brewing tools myself). Particularly "Thicker than water" presents as:
You gain a bonus to your initiative rolls equal to your INT modifier (+modifier|int - Unknown chunk type: modifier|int).
However if you click on it it presents the actual description in the sidebar.
Thanks and keep up the great work.
Scarlet Tides: Perhaps add the option of using the same "metamagic" twice, to either recover two level 1 spell slots, or boost the spell by 2 levels? (I haven't done any math on this, maybe I just suggested something totally broken!)
all I got to say is 10/10 my dude, perfectly built and structured. I don't think this is too over powered or under powered just a damn good job.
Man I wish I had seen this during my TOA game. I was playing as a vampire spawn who eventually got to become a full vampire just before entering the Tomb. This wouldve been so awesome thematically.
My biggest concern with Crimson exchange is that there's not limit to the spell slot it can create. 18 damage for a 9th level spell is nothing, considering how powerful they are. Imagine casting Wish or Meteor swarm for 18 hit points. Especially if you use damage from Sanguine Kiss. This is why I think there needs to be a limit on the spell level you can cast these spells with. Especially when you can just use Wish and duplicate big AoE heal spells, making damage negligible.
Oh, or use Shapechange and just get new health.
I like it, and I think you're on the right track, but ya gotta beware of these high level balances, especially when you compare it to other wizards. No other wizard has something that can give them power equal to more higher level slots.
I would say that in order to best balance the bypassing of resistance, you may want to instead make it so that the crimson exchange option will give the enemy disadvantage on any save associated with the spell, or if that proves too potent, perhaps a negative to their save's roll that increases as the wizard gains levels (similar to how a proficiency bonus is an addition to rolls, only in reverse).
Overall, I love your take on this concept! It feels really powerful, but also balanced! Fantastic Work!
Maybe so that Crimson Exchange can work with non damaging spells you could add an option to instead give your enemy disadvantage on the next save they make against your spell you used the feature with.